Savage Worlds space combat play-test

Game Master ZenFox42


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Opening the thread.

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So here's the basic specs of your ship :

Toughness: 12
Shields Pods: 3
Nose mounted (fixed) weapon : Graviton Beam 75/150/300 3d8
Turret weapon : Heat Ray 20/40/60 2d8
Turret weapon : Ray Gun 50/100/200 2d6

Notes :
- All armor is Heavy, but so are all weapons, so they cancel out.
- The Top Speed spec only gives a +1 bonus under certain circumstances, so I'm ignoring it.
- I'm using Slipstream spaceships and weapons, and virtually every weapon's AP is greater than or equal to the ship's Armor bonus to Toughness, so I'm just listing a fixed Toughness which can be considered to include some armor plating that the weapons do not negate.

Any questions?


Here's the situation : you were travelling thru space, when another ship appeared and demanded that you stop, which you did. They are the local law enforcement of this system, and they demanded that you allow them to board and search your ship, which for reasons known only to you, you do not want to allow them to do.

Your sensors showed that they were powering up their weapons, so you did to. Combat begins!

Range Increment = 10"
Starting position : 3 squares apart (so Graviton Beam is -0 for Range, Heat Ray is -2, Ray Gun is -0)

Adam - each time you fire, please specify whether you're using the Heat Ray or Ray Gun, and apply the appropriate penalties.

Your ship : 2C
Their ship : 8H

Oh boy, now *I* have to figure out how to use the rules! :)

Once I'm done, everybody can act in the order of their posting.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

"Captain they're powering weapons!" the beautiful blue-skinned alien yells from the com position. Rumor had it that she was from a powerful family house back on Terra, but influence on just one planet no longer had the meaning it once did. But she was a protestant her job and that was what's important.

"Spoofing their A-TACs, I'll buy you some time!"

Spoofing, Wild Ace!!: 1d8 ⇒ 11d6 ⇒ 61d6 ⇒ 5 =11


I've decided to scrap the "3 actions maximum" for the NPC's as well, so with 4 people there'll be 4 actions...

Pilot : fire his nose weapon (since you're facing each other)
Piloting & Wild, -0 Range: 1d8 ⇒ 61d6 ⇒ 1
Damage: 3d6 ⇒ (4, 3, 3) = 10 --> no damage

Gunner : fire his turret weapon
Gunner & Wild,-2 Range: 1d8 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (3) - 2 = 1
Gunner ACE!: 1d8 ⇒ 5 = 11, a Raise
Damage: 2d8 + 1d6 ⇒ (2, 8) + (1) = 11
Damage ACE!: 1d8 ⇒ 5 = 16, 1 Wound
Critical Hit: 2d6 ⇒ (1, 6) = 7 = Hull: The vehicle suffers a hit in the main body with no special effects.

Arabasto - first thing, make a Piloting roll (at -1 for Damage) or go Out of Control (if you fail, roll 2d6+0).

Sensors : Ping/Designate Target
Sensors & Wild: 1d8 ⇒ 81d6 ⇒ 1
Sensors ACE!: 1d8 ⇒ 1 --> +2 Gunner bonus next round

Engineering : Raise Shields
Engineering & Wild: 1d8 ⇒ 61d6 ⇒ 3 --> Absorption (+2 to be hit)

I know the rules say "if the Pilot is Shaken...", but how often will that happen? It seems to make more sense to me to say "if the ship is Shaken...". So...

Arabasto - second thing, make a Spirit roll (at -1 for Damage) to remove your ship's Shaken status :
• Failure: stays Shaken, Pilot cannot make any rolls this round.
• Success: Pilot may only take the Steady Maneuver (with no other actions) this round.
• Raise: Pilot may act normally.

Or do people think making a Piloting roll would make more sense? Or would some other Attribute be better? In this particular case, Spirit and Piloting are the same, but I'd like to know people's opinions...

Statuses:

Range = 3 * 10"

Ship's status :
Shaken
1 general Wound

Enemy status :
+2 Gunner bonus (next round)
-2 Gunner penalty (next round)
+2 to be hit


Kara - that effect may take effect on the next round. But I'm rolling the contested Sensors roll now :

Sensors & Wild: 1d8 ⇒ 51d6 ⇒ 1

So the enemy ship will be at -2 to Shooting next round.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

are you sure that the other ship is also crewed by wild cards? That's not usual.


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

Re: Declaring weapons - Roger that.
Also, I hope this guy's funny more than annoying.

Belter Blackjack, the self-proclaimed hero of the Rim grinned as he took control of the ray gun turret and spun it around to get a feel for how it responds.

Nice an' zippy.

He finds his bearings and swivels the gun around to aim at the ship as it juked and jinked. He felt the impact of the blast, but now he was seeing a nice target to aim for.

Going to for the weapons

Gunner (-4 for targeting a subsystem, Ray Gun Turret): 1d8 ⇒ 71d6 ⇒ 4 That's a 3 and a miss.

Maybe a little too zippy.

"Cornball, this is Hotshot. Have Spanners check the train on turret two," he drawls into the mic on his headset, cool as a cucumber and other such cliches.


Either the other ship is crewed by Wildcards, or there's enough Extras to provide a "group roll" for every roll (which for Extras adds the Wild die to their roll). This first playtest is about two more-or-less equal ships facing off with each other.

Arabasto - forget the "second thing" from above, I've decided that making the Pilot roll to recover from Shaken for the ship is too harsh.

The Engineer, Bryce Lionel, shouts "I'm attempting repairs!" :

Engineering & Wild: 1d8 ⇒ 41d6 ⇒ 2 = Success, Wound removed

"Got it! Can someone raise a Shield pod???" (*I* know no one can, but the character's too frazzled to remember)

Since everything's happening at once, I'm going to say that the Piloting roll must still be made at -1 for the Wound this round, but that penalty will go away next round.

Statuses:

Range = 3 * 10"

Ship's status :

Enemy status :
+2 Gunner bonus (next round)
-2 Gunner penalty (next round)
+2 to be hit


Belter - such a shot with a high penalty would be better assisted by a Ping/Designate Target Sensors and/or Boost Subsystems Engineering roll.
It would be better to shout out your desire this round, take a regular shot this round, wait for someone to make the Sensors and/or Engineering roll(s) this round, and if successful, take the targeted shot at -2 or -0 in the next round.


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

I got ya. Does this mean you are giving me a chance to retcon my actions.


Erebasto Geta. A dashing rogue, flawed hero, or well-dressed scum. Opinions vary across a dozen worlds.

Right now, he's hoping to not be blasted into constituent atoms.

"It's go time! I'll get us behind them!"

Piloting to keep control, Ace negates penalty: 1d8 + 1d6 ⇒ (6) + (2) = 8

6. Keeps control!

Erebasto tries to manoeuvre so that the vessel is behind law enforcement- ready to fire!

@GM: is this movement or lining up a shot? I'll make a piloting roll under a spoiler.

Mad Piloting Skills:

Piloting, Ace negates up to -2 penalty: 1d8 + 1d6 ⇒ (2) + (5) = 7


Belter - sorry, no retcon, since both the Sensors guy and Engineering guy have made their rolls this round, neither of them could support you. But you could start it next round if you wish...

Erebasto - in SW, the "primary" die and the "Wild" die (d6) are rolled separately, and you take the higher of the two. You can do this in your post with {dice=Piloting & Wild}d8; d6{/dice} (replacing the {} with []). I'm assuming you ignored the -1 penalty due to the Wound because of the Ace Edge (just double-checking)? D'oh! You said so in your roll, sorry...

Since you're both not moving (see my above post about the setup), you didn't need to roll Piloting to maintain control.

Sorry, I now realize you were making an Out-of-Control roll. Nevermind! But for future reference...

The only thing a default Piloting roll does is allow you to change your position relative to the other ship. If you're happy with your current relative positions (3 range increments or 30"), and don't want to take any special maneuvers, you don't have to roll. Please note, the distance between ships does affect the Gunner roll (due to Range penalties), so you need to decide how far apart you want to be to help your Gunner.

So you're basically trying to turn around (Free Action, no roll), then take off in a big loop *over* the other guy, to end up behind him, and facing him. I'm going to call that the equivalent of a Bootlegger Reverse, so -4 to the roll. Since you failed, I'm going to say that you have ended up "under" him moving in the direction that he's facing. The spacing is now 1 range increment.

NOTE TO ALL - I'm going to start posting the "Statuses" in the clear, so you can refer to them when making your rolls each turn. Check for Wounds, bonuses or penalties to your specific skill roll (in *both* ships, like the "+2 to be hit" in the enemy ship), etc.

Statuses
Range = 1 * 10"

Ship's status :

Enemy status :
+2 Gunner bonus (next round)
-2 Gunner penalty (next round)
+2 to be hit


Round 2!

Your ship : 4S
Other ship : 5H

The other ship's actions :

The Pilot, seeing that the other ship is now moving, fires up his engines (Free Action, no roll). He wants to maintain the 1 range increment between them, so no Piloting roll. He will lend a hand to the Gunner, maneuvering the ship to give him a better shot :

Piloting & Wild: 1d8 ⇒ 61d6 ⇒ 3 = Success, so +1 to Gunner roll

The Gunner, seeing that his Heat Ray weapon is within Close range of the ship, decides to use it :

Gunner & Wild, +1: 1d8 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (4) + 1 = 5 = 8, a Raise

Damage + Raise: 2d8 + 1d6 ⇒ (1, 8) + (6) = 15 = 1 Wound
Please note, I posted somewhere that spaceship weapon damages don't Ace. I forgot on my first shot, apologies.

Critical Hit: 2d6 ⇒ (3, 5) = 8 = Hull: The vehicle suffers a hit in the main body with no special effects.

Erabasto - make a Piloting roll at -1 to not go Out of Control. Also, -1 to your Piloting roll this round (I know your Ace Edge negates these, but I want to always name the penalties).

The Sensors guy decides to make another Ping/Designate Target attempt :
Sensors & Wild: 1d8 ⇒ 61d6 ⇒ 4 = Success, so +2 Gunner bonus next round.

The Engineer decides to activate another Shield pod :

Engineering & Wild: 1d8 ⇒ 31d6 ⇒ 2 = 3, Failure

Everyone is up!

Statuses
Range = 1 * 10"

Ship's status :

Enemy status :
+2 Gunner bonus (next round)
+2 to be hit


Ah okay. I deleted the post.

Piloting to keep control, Ace negates penalty l: 1d8 ⇒ 21d6 ⇒ 1

Benny to reroll, now 2/3

Reroll Piloting to keep control, Ace negates penalty l: 1d8 ⇒ 41d6 ⇒ 6

Wild die ace: 1d6 ⇒ 4

10: Success with a raise

Erebasto continues to try and get behind the law to get guns pointed at their rear!

Easier modifier from this position? Does ace negate it?

Piloting with ? Modifier: 1d8 ⇒ 81d6 ⇒ 4

Piloting ace: 1d8 ⇒ 4

12 before modifiers, potentially two raises


No problem. You're up now anyway!


Grand job! I edited my newer post with my action.


Erebasto - the Edge just says "+2 to Piloting rolls", so it applies under all circumstances.

At this point I'm calling that a Line Up a Shot, so it's contested :

Piloting & Wild: 1d8 ⇒ 81d6 ⇒ 2
Piloting ACE!: 1d8 ⇒ 5 = 13 Huh - who would've thought?!?!?

So, no, you don't get in the position you want. But you don't change Range Increments, either.

Everyone else?

Statuses
Range = 1 * 10"

Ship's status :
1 Wound

Enemy status :
+2 Gunner bonus (next round)
+2 to be hit


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

I figured that was the case couldn't hurt to ask.

As the ship rocks again, even Belter Blackjack realizes that he is going to need some help making these shots.

"Scopes, this is Hotshot, would you be so kind as to light up their weapons so we can try keeping them from blowing us out of space," Belter asks as he takes aim at the ship, figuring that it was time to return a little of what they were getting. He switches to the heat ray, seeing that their pursuer was close enough now.

Gunner (Heat Ray): 1d8 ⇒ 31d6 ⇒ 6
Gunner ACE: 1d6 ⇒ 2 => Total of 8 on the roll.

Damage (Heat Ray): 2d8 ⇒ (6, 2) = 8

I don't remember seeing anything about this, but do we get extra damage on a raise when using the gunner skill? If so, here's the roll.

Damage (Raise): 1d6 ⇒ 1 => Total damage: 9


Ah. Ace has been changed in Adventurer's Edition to negate up to -2 of penalties. I don't have an issue with using the older version though. Which do we use?

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

"Huh? Make our weapons light more? Okay I'll try," Imagine shouts, badly misunderstanding the garbled communication.

Designate!: 1d8 ⇒ 7
WILD Designate!: 1d6 ⇒ 2

success, +2 to us next round


Belter - yes to an extra d6 damage die on a Raise on the Gunner roll, but *no* "aces" on any damage die.
However, please note the "+2 to be hit" under the Enemy ship's status, so their effective TN was 6, so no extra damage on this shot.
Erebasto - I guess since we're not really using any specific core rules, I'd rather it be "negate up to -2 penalties".

I mis-calculated your ship's Toughness, the enemy attack did not create a Wound. But Erebasto still had to roll to avoid an Out-of-Control.

Belter's shot glances harmlessly off the side of the enemy spaceship.

Bryce, seeing that Belter has at least some advantage to his next shot, says "I'm trying to raise a shield!" :

Engineering & Wild: 1d8 ⇒ 61d6 ⇒ 1 = Success, soak 1 Wound

"Got it! The incoming damage is being reduced!"

Statuses
Range = 1 * 10"

Ship's status :
Soak 1 incoming Wound
+2 to Gunner roll (next round)

Enemy status :
+2 Gunner bonus (next round)
+2 to be hit


Round 3! Wow, these are going *quick*! :)

PC ship : JOKER! Act first, +2 to ALL ROLLS (including damage!)
Enemy ship : 10C

Everyone's up!

I'd suggest that each PC shouts out the result of their roll (when possible), just so we can say that everyone knows it.
Also, if the Pilot, like Belter, wants to take an action with a penalty, they can ask for help *this* round, which others can roll for *this* round, and the benefit will be applied in the *next* round.


"I've a good feeling about this turn!"

Erebasto drives the engines, flutters the thrusters,

Piloting to get into position: 1d8 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (3) + 2 = 5

benny to reroll 1/3

Piloting to get into position: 1d8 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (4) + 2 = 6

*6*


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

That's a +4 to gunner rolls, right?

Belter Blackjack has a feeling, a feeling of being lucky! His fingers fly as he trains both turrets on the ship, one targeting the main guns on the ship chasing them and the other set to hammer whatever it can find.

Gunner (Ray Gun, MAP, Targeting a subsystem, Joker, Painting the target): 1d8 + 2 + 2 - 2 - 4 ⇒ (2) + 2 + 2 - 2 - 4 = 01d6 + 2 + 2 - 2 - 4 ⇒ (3) + 2 + 2 - 2 - 4 = 1 BENNY! 2 left

Gunner (Ray Gun, MAP, Targeting a subsystem, Joker, Painting the target): 1d8 + 2 + 2 - 2 - 4 ⇒ (1) + 2 + 2 - 2 - 4 = -11d6 + 2 + 2 - 2 - 4 ⇒ (2) + 2 + 2 - 2 - 4 = 0 ... Another Benny 1 left

Gunner (Ray Gun, MAP, Targeting a subsystem, Joker, Painting the target): 1d8 + 2 + 2 - 2 - 4 ⇒ (3) + 2 + 2 - 2 - 4 = 11d6 + 2 + 2 - 2 - 4 ⇒ (5) + 2 + 2 - 2 - 4 = 3 Would have hit if I hadn't gotten greedy.

Gunner (Heat Ray, MAP, Joker, Painting the Target): 1d8 + 2 + 2 - 2 ⇒ (8) + 2 + 2 - 2 = 101d6 + 2 + 2 - 2 ⇒ (6) + 2 + 2 - 2 = 8
Double ACE!: 1d8 ⇒ 51d6 ⇒ 6
ACE!: 1d6 + 6 + 8 ⇒ (1) + 6 + 8 = 15
I got a 15!

Damage (Heat Ray, Joker, Raise): 2d8 + 1d6 + 2 ⇒ (6, 1) + (5) + 2 = 14

Belter Blackjack almost curses his luck after the first shot, but knows that the tide of battle can turn quickly. He's proven right just a moment later as his second shot nails the ship trying to blow them out of space.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

"I don't like it when they shoot at us. I'll try to stop that."

spoof: 1d8 ⇒ 3
wild spoof: 1d6 ⇒ 2

benny. 3/4

spoof: 1d8 ⇒ 5
wild spoof: 1d6 ⇒ 1

benny. 2/4

spoof: 1d8 ⇒ 8
spoof: 1d8 ⇒ 7 = 15!
wild spoof: 1d6 ⇒ 4


Bryce says "I'm going to activate another shield pod!"

Engineering & Wild: 1d8 ⇒ 11d6 ⇒ 2

"Dammit!"


Erabasto - in each post, please be clear about what "position" you're trying to get into. I'm going to assume you're Lining Up a Shot?
Also, where'd the +2 come from? In an above post I said I'd prefer Ace to "negate up to -2 in penalties". So, contested :

Piloting & Wild: 1d8 ⇒ 81d6 ⇒ 3
Piloting ACE!: 1d8 ⇒ 4 = 12 (so the +2 doesn't matter either way)

And you don't Line Up the Shot. Wow, these bad guys have been lucky!

Belter - your "+4 to Shooting" confused me greatly until I realized you meant +2 from last round and +2 from the Joker. The damage on your last shot Shakens the enemy ship, which means the pilot must make a Piloting roll or go Out of Control :

Piloting & Wild: 1d8 ⇒ 41d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8, a Raise, no Out of Control roll

Kara - contested :

Sensors & Wild: 1d8 ⇒ 61d6 ⇒ 4

So the enemy ship is at -4 to Shooting during the next round.

Executive Summary :
Erabasto tries to Line Up a Shot, but fails.
Belter fires twice at the enemy ship, and manages to Shaken it, but does no Wounds.
Kara manages to Spoof the enemy's ship's Sensors.
Bryce tries to raise another Shield, but fails.
And the team has used over half their Bennies in the first 3 rounds! Over a third of them in just this round!

Statuses
Range = 1 * 10"

Ship's status :
Soak 1 incoming Wound

Enemy status :
+2 Gunner bonus (this round)
-4 Gunner penalty (next round)
+2 to be hit


Yes, that was line up a shot. I got the +2 from the following:

Quote:
PC ship : JOKER! Act first, +2 to ALL ROLLS (including damage!)

Erebasto is too stubborn to give up. He can practically taste victory - just a little more juice needed first!

Piloting to line up a shot: 1d8 ⇒ 81d6 ⇒ 4

Piloting ace: 1d8 ⇒ 3

*11*


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Erabasto - d'oh! I totally forgot about the Joker. But *please* stop posting two rolls per round. I haven't taken the enemy ship's actions yet, nor said "Round 4". You can re-roll when your turn is up next.


The enemy pilot is still good with the 1 Range Increment between you, so he will again help the Gunner :

Cooperative Piloting & Wild: 1d8 ⇒ 11d6 ⇒ 3 - nope.

The Gunner takes his shot, with the +2 from the previous round :

Gunner & Wild, +2: 1d8 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (4) + 2 = 6 = Success!

Damage: 2d8 ⇒ (3, 6) = 9 Does not get thru your Toughness

The Sensors guy tries to Ping/Designate again :

Sensors & Wild: 1d8 ⇒ 41d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8 So, +2 to Gunner roll next round

The Engineer tries to raise another Shield :

Engineering: 1d8 ⇒ 11d6 ⇒ 1

I didn't post any explicit results of Critical Failures, so I'm going to make them up on the fly...

He instead shorts out the Absorption Shield (it, but not the ship, takes 1 Wound). He'll have to Repair it before trying again.

You all swear you think you could hear swearing coming from the other ship...

Statuses
Range = 1 * 10"

Ship's status :
Soak 1 incoming Wound

Enemy status :
+2 Gunner bonus (next round)
-4 Gunner penalty (next round)
+2 to be hit
Absorption shield : 1 Wound


Round 4!

Your ship : 5S
Enemy ship : KD

Rinse and repeat...

Co-operative Piloting & Wild: 1d8 ⇒ 81d6 ⇒ 3
Piloting ACE!: 1d8 ⇒ 4 = 12, 2 Raises, +3 to Gunner next round

Gunner & Wild, -2: 1d8 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (3) - 2 = 1 = a miss

Sensors & Wild: 1d8 ⇒ 71d6 ⇒ 3 = +2 Gunner next round

The Engineer tries to repair the Shield *and* activate it this round :
Engineering & Wild, -2 MAP: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1 = Repaired

Engineering & Wild, -2 MAP: 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (4) - 2 = 2 = not Activated

Everyone's up!

Statuses
Range = 1 * 10"

Ship's status :
Soak 1 incoming Wound

Enemy status :
+2 Gunner bonus (next round)
+2 to be hit


Duly noted! I'll try to keep better track.

Erebasto is simply not going to tolerate the lawdog pilot getting one over on him, not a chance! Even if it means torturous maneuvers.

I'm open to suggestions on other moves, if anyone wants them!

Line up that shot!: 1d8 ⇒ 41d6 ⇒ 6

Wild Ace!: 1d6 ⇒ 5

*11* before modifiers


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

Seems about as good as going evasive. A question for the GM, could someone with the pilot skill aid the pilot by noting any tendencies of the opponent pilot or by suggestion maneuvers the other craft doesn't look like it can match?

Belter, noticing the flash, decides to double down and just hammer away.

Gunner (Heat Ray, MAP): 1d8 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 + 4 ⇒ (4) + 4 = 8
That's an *8* for Ol' Melty!
Damage: 2d8 ⇒ (3, 3) = 6

Gunner (Ray Gun, MAP): 1d8 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (1) - 2 = -1
Ace: 1d8 + 6 ⇒ (1) + 6 = 7
And that's a *7* for Big Ray
Damage: 2d6 ⇒ (6, 4) = 10


Belter - anyone can use any skill as a co-operative roll for anyone else. The co-operative skill is justified by its use (so to help the Pilot, the Engineer could get a little bit more out of the engines, the Sensors guy could predict the course of the other ship, etc.

The enemy ship tries to avoid Erabasto's line-up :
Piloting & Ace: 1d8 ⇒ 41d6 ⇒ 3

So Erabasto can take a shot with the Fixed gun next round.

Neither of Belter's shots gets thru the other ship's Toughness.

ALL - please see Discussion.

Statuses
Range = 1 * 10"

Ship's status :
Line Up a Shot is in effect next round
Soak 1 incoming Wound

Enemy status :
+2 Gunner bonus (next round)
+2 to be hit

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

sensors and wild sensors!: 1d8 ⇒ 11d6 ⇒ 1

Also the gunnery shots didnt include.my bonus.from last round but it didmt matter.

Benny. 1/4. sensors and wild sensors!: 1d8 ⇒ 41d6 ⇒ 5


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

Oops. Sorry. I must have missed it.

Second verse, same as the first!

Gunner (Heat Ray, MAP): 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (5) - 2 = 3
Usin' me last BENNY!
Gunner (Heat Ray, MAP): 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (3) - 2 = 1
I got a *3*

Gunner (Ray Gun, MAP): 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (4) - 2 = 2

I got a *2*

Both shots go wide and the comms cut out about five words into the blistering tirade of cussing coming from the self-proclaimed Hero of the Belt!


Kara - your roll last round was to Spoof the enemy's Sensors. It was the round before that that you provided a +2 to Gunnery, which Belter *did* take into account in the last round.
And, what were your Sensor rolls trying to accomplish (Designate, Spoof, etc.)?
Belter - I'm just going to ignore your last post. Take back your Benny.

Bryce says "I'm going to try and raise another Shield, AGAIN!"

Engineering & Wild: 1d8 ⇒ 21d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8, a Raise! +4 to be hit!

"Thanks the space gods, I've finally got 'em up!"

Statuses
Range = 1 * 10"

Ship's status :
Line Up a Shot is in effect next round
Soak 1 incoming Wound
+4 to be hit

Enemy status :
+4 Gunner bonus (next round)
+2 to be hit


Round 5!

Your ship : JC
Enemy ship : 9H

Everyone's up! Don't forget to check the last-posted statuses for both ships when you roll!


Erebasto grins, as the indicators for the graviton beam start turning green in swift succession.

"Now I've got you, you son of a-"

Then, he slams the button and the display lights up.

Though not nearly as much as the enemy ship!

Gunnery with Graviton Beam: 1d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (6) + 2 = 8

Gunnery ace!: 1d6 ⇒ 6

Wild ace!: 1d6 ⇒ 2

Second Gunnery ace!: 1d6 ⇒ 2

*14* to hit!

Damage, Sweet Damage: 3d8 ⇒ (5, 4, 7) = 16


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

Sorry, I thought we'd moved on to the next round. My bad.

Same deal as before. Two shots to pop this soda can.

Gunner (Heat Ray, MAP): 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 + 4 ⇒ (6) + 4 = 10
ACE!: 1d6 + 10 ⇒ (5) + 10 = 15
*15* I got a *15*!

Damage(Pretty sure I got a raise): 2d8 + 1d6 ⇒ (6, 8) + (6) = 20 o_0 Well... that just happened.

Gunner (Ray Gun, MAP): 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (1) - 2 = -1
BENNY! I will definitely use my last BENNY! to avoid that critical failure!

Gunner (Heat Ray, MAP): 1d8 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 + 4 ⇒ (6) + 4 = 10
ACE!: 1d6 + 10 ⇒ (6) + 10 = 16
ACE!: 1d6 + 16 ⇒ (2) + 16 = 18
That's an *18*!

Damage (Pretty sure I have a raise): 2d6 + 1d6 ⇒ (6, 1) + (3) = 10 Nope, didn't get past the toughness.

Belter Blackjack bellows out a whoop of delight as his shot go home and batter their opponent.


Erebasto - just checking, what was the +2 for on the Gunner/Piloting roll (not that it matters)? Also, for future reference, you can use your Piloting skill on the Fixed weapon. Finally, if you get a Raise (+4 or more above the TN), you add an extra d6 to your damage. But I'm not going to wait to retcon that...

Erebasto's shot Shakens the enemy's ship, so the Pilot must make a Piloting roll or go Out-of-Control :

Piloting & Wild: 1d8 ⇒ 31d6 ⇒ 5 = Success, not Out-of-Control

Belter - I thought you were responding to Kara's comment about not using her +2 to your Gunnery. No problem either way.

Belter's first shot is more effective, doing 2 Wounds to the Enemy Ship, so the pilot must roll again :

Piloting & Wild: 1d8 ⇒ 11d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8 = Raise, not Out-of-Control

And the ship must roll on the Critical Hit table :

Critical Hit: 2d6 ⇒ (3, 5) = 8 = the vehicle suffers a hit in the main body with no special effects.

Kara - you're up! It's probably too late to specify what your last Sensors roll was for, since both the Pilot and the Gunner have acted, and I'm not going to retcon them, it'd be too complicated.

ALL - please be sure to say exactly what action you're trying to accomplish with your skill rolls!

Statuses
Range = 1 * 10"

Ship's status :
Soak 1 incoming Wound
+4 to be hit

Enemy status :
2 Wounds
+4 Gunner bonus (next round)
+2 to be hit


Male? Human
Quick Stats:
Base Reaction: +2 (if Belter or Martian)/-2 (pirate) Mods: -2 (Social Stigma-Belter) DR: 105/75 (skull & torso/Else), HP: 15/15, FP: 12/12, HT: 12, Dodge: 9, Will: 10, Fright Check: 10, Basic Speed: 6.5, Basic Move: 6, Perception: 13, Vision: 15, Hearing: 13, Favored Attack: Guns (Rifle/TL10)16, Favored Defense: Dodge 9

It was, but it seems like I had jumped the gun, too, after your post.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Hm? Oh, yes, Designation for now.

Designate!!!: 1d8 ⇒ 6
Wild Designate!!!: 1d6 ⇒ 4


Bryce says "I'm going to raise our last shield!"

Engineering & Wild: 1d8 ⇒ 31d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 1 = 7, Success

"Hurray! Ok, now our armor plating is tougher!" (+2 to Toughness)

Statuses
Range = 1 * 10"

Ship's status :
+2 Gunner bonus (next round)
Soak 1 incoming Wound
+4 to be hit
+2 to Toughness

Enemy status :
2 Wounds
+2 Gunner bonus (next round)
+2 to be hit


I should have done this as soon as Belter Wounded the enemy ship...

The enemy pilot, who also has Ace, tries to Soak the incoming Wounds :

Piloting & Wild: 1d8 ⇒ 81d6 ⇒ 4
Piloting ACE!: 1d8 ⇒ 4 = 12, 2 Raises --> All Wounds are Soaked!

The Sensors guy says "They've raised all their shields, so it's going to be much more difficult to damage them! Let's everyone do what they can to help the Gunner!"

The pilot tries to steer the ship for a more accurate shot :

Co-operative & Wild: 1d8 ⇒ 81d6 ⇒ 3
Co-operative ACE!: 1d8 ⇒ 8 = +4 to Gunner (max'd out)

The Engineer tries to Boost the Gunner's subsystem :

Engineering & Wild: 1d8 ⇒ 61d6 ⇒ 3 = +2 to Gunner, -2 to Piloting starting next round

The Sensors guy tries to designate target :

Sensors & Wild: 1d8 ⇒ 41d6 ⇒ 3 = +2 to Gunner next round

The Gunner fires his weapon :

Gunner & Wild+2+4: 1d8 + 6 ⇒ (6) + 6 = 121d6 + 6 ⇒ (2) + 6 = 8 12 vs. 8 = 1 Raise

Damage: 2d8 + 1d6 ⇒ (3, 5) + (5) = 13 vs. 14, no damage

Statuses
Range = 1 * 10"

Ship's status :
+2 Gunner bonus (next round)
Soak 1 incoming Wound
+4 to be hit
+2 to Toughness

Enemy status :
+2 Boost Gunner
+2 Gunner bonus (next round)
+2 to be hit
2 Bennies


Round 6!

Your ship : 6C
Enemy ship : 7C

Rinse and repeat...

The pilot tries to steer the ship for a more accurate shot :

Co-operative & Wild, -2: 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (5) - 2 = 3 and fails

The Engineer tries to raise their last shield :

Engineering & Wild: 1d8 ⇒ 51d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 3 = 8, +4 to Toughness

The Sensors guy tries to designate target :

Sensors & Wild: 1d8 ⇒ 31d6 ⇒ 3 and fails

The Gunner fires his weapon :

Gunner & Wild+2+2: 1d8 + 4 ⇒ (1) + 4 = 51d6 + 4 ⇒ (1) + 4 = 5 vs. RATN 8 = Failure

Everyone's up!

Statuses
Range = 1 * 10"

Ship's status :
+2 Gunner bonus (next round)
Soak 1 incoming Wound
+4 to be hit
+2 to Toughness

Enemy status :
-2 Piloting
+2 Boost Gunner
+2 to be hit
+4 to Toughness
2 Bennies

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Is it a new round now?

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This is a by-invitation-only game.


SWEX Chase Rules (Pilot info) :

Range Increment = 15"
Starting position : 3 squares apart

Each round :
1. Deal initiative cards (I am ignoring Complications from Clubs)

2. If the Pilot is Shaken, on his action his ship automatically drops back 2 Range Increments.
Then, he makes a Spirit roll to recover from Shaken :
• Failure: stays Shaken, cannot make any rolls this round.
• Success: may only take the Steady Maneuver (with no other actions) this round.
• Raise: may act normally.

The pilot may then perform a •Maneuver or *Stunt (I'm ignoring modifiers based on ships' speeds) :
• Default : Make a Driving roll. This counts as a non-Free Action, further actions incur a MAP.
---Success: You may alter your distance by one range increment (closer or farther).
--- Raise: You may alter your distance by up to two range increments (closer or farther).
--- Failure: No change in distance
--- Result of 1 or less: Out of Control.
• Steady : No roll, simply maintain current position. Driver ignores MAP when attacking.
• Push
--- As Default, but Driving roll is at -2, and may move one additional range increment (closer or farther) on Success or Raise.
OR
--- As Default, but Driving roll is at -4, and may move two additional range increments (closer or farther) on Success or Raise.
• Bootlegger Reverse (-4 to Piloting): The vehicle moves forward at half its current speed and then turns between 90 and 180 degrees (player’s choice). The vehicle instantly decelerates to a complete stop and cannot move further this round.
• Hard Brake : The driver decelerates up to three times the vehicle’s Acceleration.
• Tight Turn : The vehicle can turn up to 90 degrees.

Stunts can only be taken when the two ships are within 1 range increment of each other :
* Distract : Make an opposed Piloting roll against target.
--- Success: Target gets a -2 to next Driving roll.
--- Raise: Target gets a -2 to next Driving roll and is Shaken.


Space Combat Actions

Piloting rolls (in addition to Chase Rules options)
• Evasive Maneuvers (contested Piloting): The pilot may attempt to take evasive maneuvers, granting a Deflection bonus (+2 to be hit), in exchange for a –2 penalty to all other ship actions (e.g. attacks). It is also used to break free of a "Lined-Up Shot".
• Line Up a Shot (contested Piloting): The Pilot may need to position the vehicle in order to bring some (or all) weapons to bear. Without this action, all Fixed weapons have a -2 Shooting penalty applied.
• The pilot may use his Piloting roll for Gunner, ONLY when using the Fixed weapon, and only the pilot may use the Fixed weapon.

Gunner rolls
• Fire Weapon : Operator may use Gunner roll to fire any single shipboard weapon he can control. Multiple shots incur the normal MAP.
• Target subsystem : for a –4 to the Gunner roll, the target gets a –2 to a subsystem (engines, guns, sensors, shields) of the Gunner's choice for 1 round on a damage Success, and the subsystem becomes inoperable on a damage Raise (subsystem [and the ship] has 1 Wound). Do not roll on the Critical Hit table when using this option.

Sensor rolls
• Ping/Designate Target : The crewman can utilize the ship's sensor suite to illuminate the target or otherwise aid in providing a more accurate firing solution to the ship's gunners. This provides a +2 Gunner bonus.
• Locate Incoming : the crewman uses the sensors to identify incoming threats, providing a +2 to the pilot’s Piloting roll.
• Jamming (contested Sensors): The crewman may use the ship's electronic warfare suite to attempt to block or overpower communications.
• Spoof (contested Sensors): The ship can use its sensors and electronic warfare systems to garble the sensor returns of the enemy ship and its fire control systems. The spoofed enemy ship has a -2 penalty to all Shooting attempts while Spoofing is active.

Engineering rolls
• Boost Subsystem : With a successful roll, the ship's engineer may redirect the ship's reserve power to fortify a single subsystem, providing a +2 skill bonus to Piloting, Gunner, or Sensors. Or, the bonus could be applied to Shield Toughness or Deflection (+2), 1 weapon’s damage (+2) or to Speed (+2). The bonus is +4 on a Raise. Another subsystem (of the engineer’s choice) must take a –2 to all rolls, regardless of the number of Successes. This can only be done for one system at a time, but continues between rounds until a new subsystem is chosen, or the option is dropped (Free Action).
• Damage Control (modified by # of ship’s Wounds) : Temporarily repair battle damage (seal breaches, fight fires, etc); repairs only last for the duration of combat (or shortly thereafter). Repairs 1 Wound on a Success, 2 Wounds on one or more Raises. Can be applied to specifically Wounded subsystems.
• Raise Shields : activate 1 Shield Pod for Absorption (Soak an incoming Wound), Armor (+2 Toughness), or Deflection (+2 to be hit). Increases to 2 Wounds / +4 on a Raise. The effects of multiple uses of Armor or Deflection are not cumulative—only the highest modifier applies.


Space Combat Melee

Any ship gets a minimum of one action per PC or Wild Card aboard. Most starships have enough crew aboard that they could theoretically have someone doing all of the possible actions – but to keep it FFF!, they get one Offensive Action (Fire Weapon allows them to fire all manned weapons), one Defensive Action, and one Maneuver Action. A Miscellaneous action may be substituted for any of the above.

Offensive Actions
• Fire Weapon (Gunner, Piloting)
• Ping/Designate Target (Sensors)

Defensive Actions
• Jamming (contested Sensors)
• Spoof (contested Sensors)
• Raise Shields (Engineering)

Maneuver Actions (Pilot Only)
• Any Chase Piloting action
• Evasive Maneuvers (contested Piloting)
• Line Up a Shot (contested Piloting)

Miscellaneous Actions
• Boost Subsystem (Engineering)
• Damage Control (Engineering)
• Locate Incoming (Sensors)

Cooperative rolls
Any PC can help another, the prime makes their roll and then gains a +1 to their roll for every success and raise their helpers have. RAW says you can't help a roll unless you have the skill, but in a starship scene I'd let any applicable skill work. So, for example while the pilot is dodging, the other PCs can be running the sensors and providing the pilot with an edge in what they can perceive or the engineer boosts the engines to give the pilot a little more speed etc... Same for the gunner, maybe the sensor operator improves active recognition for the targeting, while the engineer boost recharge rate on the guns by actively helping.

No acing on Damage rolls!


Weapon damage :

Damage that equals or exceeds the vehicle’s Toughness (= Shaken) forces the driver to make a Driving roll or go Out of Control. Each raise on the damage roll also inflicts a “Wound.” Each Wound caused to the vehicle inflicts a -1 penalty to the pilot’s Piloting skill rolls until someone repairs the damage. The attacker also scores a Critical Hit for one or more Wounds inflicted on each attack, and rolls on the Critical Hit Table to find out exactly what happened.

When a vehicle takes its 4th wound, it is automatically wrecked and the driver must make a Piloting roll or go Out of Control. A wrecked vehicle won’t run anymore, though its weapons may still be able to fire if they aren’t powered by the vehicle’s propulsion system.

Out of Control Table (2d6) :
2 : The blast from a weapon or a failed maneuver causes the rocketship to roll sideways. All crew must make an Agility roll or suffer a Fatigue level from Bumps and Bruises.
3-11 : The pilot suffers a -2 penalty to their next Piloting roll.
12 : Overcompensating in a maneuver or a weapon hit flips the rocketship end over end. Use the rules for 2, but apply a –2 penalty to the Agility roll.

Critical Hit Table (2d6) : TBD


THE LATEST UPDATES TO THE RULES FOLLOWS


Space Combat
Each round, each spaceship takes 3 actions. These can be one of each of the space-combat skills, or any combination of different actions using the same skill (in the PC space ship, different PCs must have the skill to use it twice without a MAP; in the NPC ship, it is assumed that this is so). If the PCs spaceship has more than 3 PCs, 3 of them will act as the “prime”, and the others may make Cooperative Rolls (which PC is the “prime” can change from round-to-round to engage everyone). In an non-Wildcard NPC spaceship, the GM must decide whether there are enough Extras to provide a Group Roll (Wild die) for each skill.

Cooperative rolls
Any PC can help another; the “prime” makes their roll and then gains a +1 to their roll for every Success and Raise their helpers have (max +4 total). RAW says you can't help a roll unless you have the skill, but in this system any space-combat skill will work. So, for example while the Pilot is dodging, the Ops PC can be providing the Pilot with an edge in what they can perceive or the Engineer boosts the engines to give the pilot a little more speed, etc.... Same for the Gunner, maybe Ops improves active recognition for the targeting, while the Engineer boost recharge rate on the guns by actively helping. Players are encouraged to describe what they are doing to help in detail.

Critical Failures / Off-Line
If a skill roll comes up snake-eyes, that sub-system is “off-line” (not Wounded) until the next round, when the same skill must be rolled to “repair” it (simple Success). If after repairing the problem, the sub-system is used again in the same round by the same person, that incurs a MAP.


Piloting rolls
• Bootlegger Reverse (turn 180 degrees and stop): -4 (only once per turn)
• Hard Brake: -0 (decelerate up to 3x acc. rating)
• Tight Turn (90 degrees): -0
• Distract (within 1 Range Increment) : opposed Driving roll, target is at -2 Piloting and possibly Shaken
• Turn in Place (Free Action, no roll) – while not moving, the ship can turn to face any direction
• Start/stop engines (Free Action, no roll) – while engines are off, no Piloting roll and ship drops back 4 RI/rnd
• Evasive Maneuvers (contested Piloting): The pilot may attempt to take evasive maneuvers, granting a Deflection bonus (+2 to be hit), in exchange for a –2 penalty to all other ship actions (e.g. attacks).
• Line Up a Shot (contested Piloting): The Pilot may need to position the vehicle in order to bring some (or all) weapons to bear. Without this action, all Fixed weapons have a -2 Shooting penalty applied.
• The pilot may use his Piloting roll for Gunner, only when using the Fixed weapon, and only the pilot may use the Fixed weapon.

Gunner rolls
• Fire Weapon : Operator may use Gunner roll to fire any single shipboard weapon he can control. Multiple shots incur the normal MAP.
• Target subsystem : for a –4 to the Gunner roll, the target gets a –2 to a subsystem (engines, guns, sensors, shields) of the Gunner's choice for 1 round on a damage Success, and the subsystem goes Off-Line on one or more damage Raises. Do not roll on the Critical Hit table when using this option.

Ops rolls
• Detect ship’s status (Free Action, no roll) : sensors can always detect a target’s weapons and shield status, and number of Wounds.
• Lock on Target : The crewman can utilize the ship's sensor suite to illuminate the target or otherwise aid in providing a more accurate firing solution to the ship's gunners. This provides a +2 Gunner bonus.
• Locate Incoming : the crewman uses the sensors to identify incoming threats, providing a +2 to the pilot’s Piloting roll.
• Jamming (contested Sensors): The crewman may use the ship's electronic warfare suite to attempt to block or overpower communications. Can be used by the target to overcome current jamming (new contest).
• Spoof (contested Sensors): The ship can use its sensors and electronic warfare systems to garble the sensor returns of the enemy ship and its fire control systems. The spoofed enemy ship has a -4 penalty to all Shooting attempts. Can be used by the target to overcome current spoofing (new contest).
• Boost Subsystem : With a successful roll, the ship's engineer may redirect the ship's power to fortify a single subsystem, providing a +2 skill bonus to Piloting, Gunner, or Ops. Or, the bonus could be applied to Shield Toughness, 1 weapon’s damage (+2), or to recharge the Shields by <ship’s size> points. The bonus is +4 on a Raise. Another subsystem (of the engineer’s choice) must take a –2 to all rolls, regardless of the number of Successes. This can only be done for one system at a time, but continues between rounds until a new subsystem is chosen, or the option is dropped (Free Action).
• Raise Shields : activate the Shields.

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